Dungeon Keys open entrances to their respective dungeons when used.
Key | Dungeon | Portal | Regular Price (Additional Info) | Description |
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Pirate Cave | 50 | A key which opens an entrance to a Pirate Cave. Dreadstump’s personal cove for his ragtag pirate crew reeks of cheap rum. | ||
Forest Maze | 50 | A key which opens an entrance to the Forest Maze. The dense layers of trees host a dusty menace. | ||
Spider Den | 50 | A key which opens an entrance to a Spider Den. Home of Arachna the Spider Queen, she has gone undisturbed long enough to produce thousands of children. | ||
Snake Pit | 50 | A key which opens an entrance to a Snake Pit. Once a temple, these chambers are now overrun by the serpents of Medusa’s sister. | ||
Forbidden Jungle | 50 | A key which opens a passage to the Forbidden Jungle. Pagan acolytes of Mixcoatl are exiled to these uncharted woods, said to be cursed by black magic. | ||
The Hive | 50 | A key which opens an entrance to The Hive. This severely enlarged beehive is allegedly the result of an unknown experiment. | ||
Magic Woods | 50 | A key which opens an entrance to the Magic Woods. The spirits of ancient heroes congregate in this enchanted glade.** | ||
Sprite World | 50 | A key which opens an entrance to a Sprite World. As an entirely different plane of existence, it is meant to safeguard the sprites that watch over the realm’s ecosystems. | ||
Candyland Hunting Grounds | 200 | A key which opens the way to the Candyland Hunting Grounds. Among the most perplexing locations in the realm, this populated land is filled to the brim with sweets. | ||
Ancient Ruins | 199 (Mystery Boxes only) |
A key which opens the way to the Ancient Ruins. What was once an ancient shrine linked to the world of spirits is now a desolate ruin. | ||
Cave of a Thousand Treasures | N/A (Obtainable via certain Tinkerer quests) |
A map that reveals the way to hidden treasure. Crafty bandits developed lethal booby traps to scare off those who would plunder their hoard. | ||
Undead Lair | 50 | A key which opens an entrance to an Undead Lair. Septavius, once one of the most prominent combatants to ever live, now takes refuge in these abandoned catacombs. | ||
Haunted Cemetery | 100 | A key which opens a portal to the Haunted Cemetery. Some of the oldest and most legendary heroes in history were buried along this sequence of graves, their spirits protected by masters of the afterlife. | ||
Abyss of Demons | 50 | A key which opens an entrance to an Abyss of Demons. Archdemon Malphas crafted his own fiery abode, which now torments the souls of the wicked. | ||
Manor of the Immortals | 50 | A key which opens a passage to the Manor of the Immortals. Lord Ruthven’s gothic mansion neighbor’s Oryx’s own castle in the dark, distant sea. | ||
Puppet Master’s Theatre | 50 |
A key which opens an entrance to the Puppet Master’s Theatre. This demented stage is the work of a crazed puppeteer, obsessed with his creations to the point of enchanting them with life. |
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Toxic Sewers | 50 | A key which opens an entrance to the Toxic Sewers. Going without proper maintenance for centuries, some of the most wretched monsters have taken these tunnels as their own. | ||
Cursed Library | 100 | A key which opens an entrance to the Cursed Library. Once a great hub of knowledge, these forsaken archives now hold something far more sinister.** | ||
The Machine | 100 | A key which opens a portal to The Machine. Accessing the rift to this hidden dimension may have severe consequences.** | ||
The Inner Workings | N/A (testing only) |
A key which opens a portal to The Inner Workings. This secretive dimension creates far more questions than answers. | ||
Mad Lab | 100 | A key which reveals the way to the Mad Lab. The grotesque beings inside have been produced by some sort of undiscovered alchemy methods. | ||
Parasite Chambers | 200 | A key which opens an entrance to the Parasite Chambers. Some of the realm’s most foul and horrific creatures make their home in these chambers. | ||
Beachzone | N/A | A key which opens a portal to the Beachzone. It’s the most exclusive seaside resort in the realm! | ||
The Third Dimension | 150 | A key which opens an entrance to The Third Dimension, an otherworldly place containing many violent cuboid creatures.** | ||
Davy Jones’ Locker | 100 (Can drop from Beach Bum) |
A key that opens the way to Davy Jones’ Locker. No crew members bailed from Davy’s ghost ship, trapping their souls in the vessel beneath the waves. | ||
Mountain Temple | 100 | A key which opens an entrance to The Mountain Temple. Steep, distant cliffs conceal a clan of demon-worshipping monks. | ||
Lair of Draconis | 200 | A key which opens the portal to the Lair of Draconis. Oryx has personally bred these captive dragons to wield immensely powerful elemental capabilities.** | ||
Deadwater Docks | 100 | A key which opens an entrance to Deadwater Docks. In contrast to his rival, Dreadstump, Jon Bilgewater’s crew made their hideout deeper inland at the belly of a peninsula. It still reeks of cheap rum, though. | ||
Woodland Labyrinth | 100 | A key which opens an entrance to the Woodland Labyrinth. An unprecedented metamorphosis of moths has taken form in the heart of the forest. | ||
The Crawling Depths | 100 | A key which opens an entrance to The Crawling Depths. Arachna’s lone son made a den of his own to wage war on his mother. | ||
Sulfurous Wetlands | 100 | A key which opens an entrance to the Sulfurous Wetlands, a desolate village once bustling with human activity. Corruption has ravaged the land, and culled its denizens. The buildings and roadways many once called home are now dominated by vicious flora and fauna and a seemingly endless corrosive swamp. | ||
Ocean Trench | 150 | A key which opens an entrance to an Ocean Trench. Many sailors met their ends in these waters from the deceptive songs of mermaids. | ||
Ice Cave | 100 | A key which opens a passage to the Ice Cave. Glaciers formed many eons ago became the residence of migrating yetis and a mysterious hermit of a man. | ||
Tomb of the Ancients | 200 | A key which opens an entrance to the Tomb of the Ancients. Three of the realm’s oldest gods lay dormant in this burial chamber, their powers contained by a series of rituals. | ||
Fungal Cavern | 200 | A key which opens an entrance to the Fungal Cavern. This forgotten mine has been taken over by mushroom tribes over the years.** | ||
Crystal Cavern | N/A (testing only) |
A key which opens an entrance to the Crystal Cavern. The deepest depths of the Abandoned Mineshaft protect an enigmatic diety.sic | ||
The Nest | 200 | A key which opens an entrance to The Nest. Home of the Killer Bee Queen and the pinnacle of insect evolution.** | ||
Kogbold Steamworks | 200 | A key which opens an entrance to the Kogbold Steamworks, home to an ancient race long thought to be extinct. | ||
The Shatters | 200 | A key which opens an entrance to The Shatters. The gloomy and abandoned ruins, enveloped by twilight, are now the shelter of the shadows. Once a legendary kingdom, its walls are broken, its dwellers are forgotten. No living souls have entered these grounds, no noble creatures have stepped into it. The immense kingdom has fallen, its sentinels have turned to dust. No one remembers its name, and no one will. | ||
Lost Halls | 200 | A key which opens a passage to the Lost Halls. Forgotten for centuries, those long identical halls are said to house evil itself. All that is truly known is that hope, reason and purpose are no more within those walls.** | ||
Malogia | N/A | A key which generates a wormhole to Malogia, a planet with luscious red forests not unsimilar to our own.** | ||
Untaris | N/A | A key which generates a wormhole to Untaris, a fragmented planet where ice has consumed all but a few areas.** | ||
Forax | N/A | A key which generates a wormhole to Forax, a planet consumed by acid water leaving just a few livable isles.** | ||
Katalund | N/A | A key which generates a wormhole to Katalund, a planet coated in low flying clouds of unbreathable gas where only metallic, inorganic creatures can survive.** | ||
Oryx’s Castle | N/A (testing only) |
A key which opens an entrance to Oryx’s Castle. For testing purposes. |
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Lair of Shaitan | 100 | A molten Key that links directly to the Lair of Shaitan. Oryx’s unstable advisor dwells near the unbearably hot core of the realm.** | ||
Puppet Master’s Encore | 150 | A key which opens an entrance to the Puppet Master’s Encore. The confines of this workshop are where the most powerful souls are bonded to puppets. | ||
Cnidarian Reef | 100 | A key which opens a passage to the Cnidarian Reef. Oryx’s Master of the Depths awaits mortals foolish enough to stumble upon its lair in the depths of the ocean.** | ||
Secluded Thicket | 200 | A key which opens a passage to the Secluded Thicket. The most remote region of the realm houses a tropical rainforest filled with vicious animals, fierce natives, and a deity said to command lightning itself. | ||
High Tech Terror | 150 | A key which reveals the way to High Tech Terror. This hidden chamber in Oryx’s castle laboratory contains his so-called pet, a beastly creation of Dr. Terrible. | ||
Heroic Undead Lair | 150 | A key which opens an entrance to an Heroic Undead Lair. | ||
Heroic Abyss of Demons | 150 | A key which opens an entrance to a Heroic Abyss of Demons. | ||
Battle for the Nexus | Unavailable | Enter this destroyed Nexus at your own peril. This legendary attack on the Nexus itself is locked in history forevermore. | ||
Belladonna’s Garden | 200 | A key which opens an entrance to Belladonna’s Garden. Formerly the property of a caretaker, Belladonna claimed these grounds and seized control of the roots within.** | ||
Ice Tomb | 200 | A key which opens an entrance to Ice Tomb. When the glaciers of the Ice Cave formed, the spirits of three demigods were trapped together in a cavity within the ice. | ||
Rainbow Road | N/A | A key which reveals the way to Rainbow Road. Treasures await at the end of the rainbow. | ||
Santa’s Workshop | N/A | A key which opens an entrance to the Santa’s Workshop. Craig, Intern of the Mad God stores an array of goodies in this festive building. This solo dungeon can be opened only in your vault!** | ||
Mad God Mayhem | N/A | A key which opens an entrance to the Mad God Mayhem event. | ||
Hidden Interregnum | N/A | A key for opening the Hidden Interregnum, the lair of the Wanderer’s Syndicate. |
** These dungeons have the Dungeon Credits written below the star requirement.
Guild keys are only usable in the Guild Hall. Using one will open the corresponding portal and spawn the dungeon’s respective Guild Chest.
Key | Dungeon | Portal | Regular Price (Additional Info) |
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Haunted Cemetery | 199 (Mystery Box) |
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Parasite Chambers | 299 (Mystery Box) |
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Mountain Temple | 199 (Mystery Box) |
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Lair of Draconis | 199 (Mystery Box) |
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Sulfurous Wetlands | 199 (Mystery Box) |
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Ocean Trench | 299 (Mystery Box) |
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Tomb of the Ancients | 299 (Mystery Box) |
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Fungal Cavern | 299 (Mystery Box) |
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The Nest | 299 (Mystery Box) |
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The Shatters | 299 (Mystery Box) |
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Lost Halls | 299 (Mystery Box) |
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Secluded Thicket | 299 (Mystery Box) |
Using an Enchanted Key will give the opener a Mystery ST Crate.
Key | Dungeon | Portal | Regular Price (Additional Info) |
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Haunted Cemetery | 199 (Mystery Box) |
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Davy Jones’ Locker | 199 (Mystery Box) |
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Mountain Temple | N/A | ||
Deadwater Docks | N/A | ||
Woodland Labyrinth | 169 (Mystery Box) |
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The Crawling Depths | 169 (Mystery Box) |
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Sulfurous Wetlands | 169 (Mystery Box) |
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Ocean Trench | 299 (Mystery Box) |
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Ice Cave | 199 (Mystery Box) |
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Tomb of the Ancients | 299 (Mystery Box) |
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Fungal Cavern | 299 (Mystery Box) |
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The Nest | 299 (Mystery Box) |
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The Shatters | 299 (Mystery Box) |
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Lost Halls | 299 (Mystery Box) |
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Malogia | 199 (Mystery Box) |
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Untaris | 199 (Mystery Box) |
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Forax | 199 (Mystery Box) |
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Katalund | 199 (Mystery Box) |
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Lair of Shaitan | 499 (Mystery Box) |
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Puppet Master’s Encore | 499 (Mystery Box) |
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Cnidarian Reef | 499 (Mystery Box) |
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Secluded Thicket | 499 (Mystery Box) |
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Ice Tomb | 299 (Mystery Box) |
Mystery Keys are special keys that grant the key to a random dungeon upon use. These keys are currently obtainable only in Mystery Boxes or from the Login Seer.
Key | Name | Possible Dungeons |
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Common Mystery Key | ||
Rare Mystery Key | ||
Epic Mystery Key | ||
Aspirant Exalted Mystery Key | ||
Exalted Mystery Key |
These keys only unlock a portal when used in a certain location. They are obtained as drops from enemies and are not sold for Realm Gold.
The Wine Cellar Incantation unlocks the portal to the Wine Cellar. It can only be used on the locked Wine Cellar Portal. Unlike other keys, it has 500 feed power and is not soulbound. The item drops from most dungeon bosses, the Kage Kami, the Phoenix Reborn and the Scout Colony.
The Oryx Runes are a collection of three special dungeon keys that will need to be used to reveal the entrance to Oryx’s Sanctuary and face Oryx the Mad God 3. After defeating Oryx the Mad God 2 in the Wine Cellar, three monuments (one for each rune) are planned to appear. Players can activate each monument by using the respective rune near it. If all three monuments are activated within a few seconds of each other, the portal to Oryx’s Sanctuary will appear, and the runes will be permanently consumed. If not all three monuments are simultaneously activated in time, the activated monument will deactivate and drop its rune in a soulbound bag for the user. A different player can activate each monument; the runes do not need to all come from the same user.
Each rune has 750 feed power and is soulbound .
The Vial of Pure Darkness unlocks the portal to The Void, where the Void Entity can be fought as the final boss of the Lost Halls. It must be used on the purple streaks in the middle of the Marble Colossus’ room after defeating it. Unlike other keys, it has 500 feed power. However, it is still soulbound. The item drops from Malus (guaranteed for one player).